Professional Documents
Culture Documents
2E Heaven and Hell
2E Heaven and Hell
2E Heaven and Hell
3
By: Kim Frandsen
RisingPhoenixGames.Com
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Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo
Inc. See paizo.com/pathfinder to learn more about Pathfinder. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder
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this license.
Additional Artworks: Peter Paul Rubens - Fall Of the Damned; Anton Raphael Mengs - Helios
as Personification of Midday; Henryk Siemiradzki - Talisman; Alphones Mucha - Seasons,
Spring; Solomon J Solomon - Awakening; Solomon J Solomon - St George; Jacob Cornelisz
van Oostsanen - Saul and the Witch of Endor; Wolfgang Andreas Heindl - Saint Michael the
Archangel Vanquishing the Devil; Sir Frederic, Lord Leighton - Elijah in the Wilderness; Thomas
Cooper Gotch – The Child Enthroned; Raphael - St Michael; Frederick Richard Pickersgill -
Samson Betrayed; Carlo Crivelli - Saint Michael with Scales; Eduard Von Grutzner - Tasting
The Wine Oil; Frederick Arthur Bridgman - Diversion Of An Assyrian King; Franz Simm - Das
Goethezeitportal; Alexander Liezen Mayer - Faust; Norman Lindsay - Keepers of the Bull;
4 Serafino Macchiati - Le Visionnaire; Jheronimus Bosch - De verzoeking van de heilige Antonius;
Cornelis Bloemaert - Sisyphus; Frederik Barbarossa - Doom upon a Templar; Franz Stassen -
Ring des Nibelungen; Philip James de Loutherbourg - Moses Parting the Red Sea; Cabanel
- Fallen Angel; Arthur Rackham - Wotan; Frans Von Bayros - The Divine Comedy; Sir Joseph
Noel Paton - Dantes Dream; Max Ernst - Vampire’s Kiss; George Clark Stanton - Death and the
Maiden; Luca Giordano - La Caduta.
Aasimar 6
Aasimar Heritages 10
Ancestry Feats 11
Random Aasimar Features 16
Aasimar Equipment 19
Tiefling 22
Tiefling Heritages 26
Ancestry Feats 28
Random Tiefling Features 32
Tiefling Equipment 35
5
he Aasimar are seen as beacons of hope and light, having descended from
angelic beings, creatures who are a living part of the good-aligned Outer
Planes. While they are certainly inclined towards that behavior, courtesy
of their bloodline, they are not all good, nor are they all benevolent. Just
like other creatures they learn from their experiences, good and bad, and
shape their behavior accordingly. They do tend to become something of
social chameleons as they have no people to call their own, and often find
their homes among other races.
6
Most aasimar see themselves as a hybrid
Hit Points
between their humanoid (usually human)
heritage and that of their angelic ancestors. 8
They task themselves with the betterment of
those around them, often rising to positions Size
of importance in the culture where they grew
Medium
up, drawing upon their inherited personal
magnetism to impress those around them. Speed
Some become fascinated with learning
about other people and will often be the 25 feet
voice of reason when dealing with outsiders,
especially those with some form of mixed Ability Boosts
heritage (like half-elves and half-orcs). Wisdom
If you want to play a character who continually Charisma
questions the supposedly inherent good in Free
themselves, and the world around them, and
Ability Flaw
who struggles with whether they live up to
their heritage, you should play an aasimar. Constitution
Languages
Celestial
Common
Traits
Aasimar
Humanoid
Low-Light Vision
You can see in dim light as though it were
bright light, so you ignore the concealed
condition due to dim light.
7
YOU MIGHT… unless trying to hide or fit in, but even then
they’ll find a bright color to accent their
• Get along with others, at the expense of outfit. Most aasimar wear their hair long
your own wellbeing. unless inconvenient, luxuriating in the feel
• Believe the best about everyone. and loving the wind blowing through their
hair, sending it flying in a glorious, dazzling
• Carefully consider every option before display.
committing to a plan of any kind.
Aasimar age at the same pace as their
OTHERS PROBABLY… parent’s race, so an aasimar born to human
parents reaches the age of physical maturity
• Think that you’re some sort of angel. around the age of 15, though sometimes
• Find it difficult to understand your they mature slightly slower. They live to
perspective on things, especially when it around the same time as their parents, so
comes to giving others a second chance. an aasimar born to humans could expect to
live to be around 90, while one born to elven
• See you as too nice for your own good, parents would likely live to be around 600.
gullible, or feel that you talk to them in
the same manner that you would a child. Random Height and Weight
1ST LEVEL
BLOOD OF THE FALLEN FEAT 1
AASIMAR
An ancestor of yours fell to the lure of evil
eons ago, which has partially corrupted your
bloodline. You can take tiefling racial feats,
and you gain the tiefling trait, in addition to
the aasimar and humanoid traits.
AASIMAR
Your connection to the Outer Planes grants
you a divine innate spell, much like those of
angels. Choose one cantrip from the divine
spell list. You can cast this spell as a divine
innate spell at will. A cantrip is heightened
to a spell level equal to half your level,
rounded up.
Azatas are the free spirits of the good-aligned You have a remarkable adaptation to hostile
outsiders, roaming at will, and doing good environments from ancestors who inhabited
wherever the winds take them. Like your the outer planes. This grants you acid
ancestors, you’re difficult to tie down, and resistance equal to half your level (minimum
1), and you gain the vestigial wings. These
11
you get a +1 circumstance bonus when using
the Escape action. Furthermore, all effects are not strong enough to allow you to fly, but
that give you the paralyzed, petrified, or you can use them to, as a reaction, cause a
stunned conditions are reduced by 1, down strong wind in your square. This allows you
to dissipate spells and effects such as the
smoke created by a smokestick.
DIVINE GRACE FEAT 1
AASIMAR
DIVINE GRACE
AASIMAR
EXTEND SHIELD
AASIMAR
Not all aasimar have the ability to see in the
dark, but you have inherited this ability from
your ancestors. You can see in darkness and
dim light just as well as you can see in bright
light. Unlike normal darkvision you can still
see colors, rather than being limited to black
and white.
5TH LEVEL
ANGELIC MAGIC FEAT 5
AASIMAR
Prerequisites at least one divine innate spell
AASIMAR
Prerequisites Armored Might
By now you’ve become a staunch defender,
and you are a formidable obstacle for
opponents to overcome, thanks to the
strong connections with your celestial
ancestors. As such, when you use the Raise
a Shield ability, you now apply the shield’s
circumstance bonus to your Reflex saves. For
example, if you have a wooden shield with a
+2 circumstance bonus to AC and you use
Raise a Shield, you get the +2 bonus to both
your AC and your Reflex saving throws.
AASIMAR
Whenever you cast spells with the light trait
they are automatically heightened (+1). Such
spells also automatically increase the light
level in a 30-foot radius around you by one
step for one round. For example, if you cast
searing light in an area of darkness, then a
30-foot radius around you counts as dim
light for the following round.
AASIMAR
Within you beats the heart of an avenger,
you are an enemy of all that is wrong
with the multiverse. As such you gain a
+1 circumstance bonus to damage with
weapons and spells against creatures with
the fiend traits. If your attack would deal
more than one die of damage (as is common
at higher levels than 1st), the bonus is equal
to the number of weapon dice or spell attack
dice instead.
INCORRUPTIBLE FEAT 5
AASIMAR
You’ve inherited some of the nature of your
ancestors, making you incredibly difficult to
coerce. You gain a +1 circumstance bonus
to all saving throws against spells or effects
13
with the mental trait. If you roll a success on a
saving throw against a mental effect, you get
a critical success instead.
SPIRIT OF THE POET FEAT 5
AASIMAR
You’re able to see the good in most people,
and you unconsciously show that appreciation
for them. You gain a +1 circumstance bonus
to Diplomacy checks against intelligent
good-aligned creatures, as long as you share
a language. You also gain this bonus on
Perception checks to Sense the Motives of
such creatures.
AASIMAR
You sprout vestigial wings on your back, and
while these are not strong enough for you to
fly, they enable you to levitate for a number of
rounds equal to your level, per day. You cannot
levitate further than 10 feet above the ground.
9TH LEVEL
ARMORED MIGHT FEAT 9
AASIMAR
Prerequisites Shield Exemplar
One of your ancestors was on the front
lines of the war against evil, and your
blood connection with your ancestor grows
stronger as you experience more of the real
world. Through these experiences and the
power of your blood, you’ve learned to make
the most of armor. When wearing medium
or heavy armor, you reduce the Strength
requirement by 2 and Speed Penalty by 5
feet. For example, full plate normally reduces
your speed by –10 feet, but with this feat it
only reduces it by –5 feet or 0 feet if you fulfill
the Strength requirement, which is in turn
reduced to 16.
AASIMAR
14 Your connection to the good-aligned Outer
Planes has grown, and you become a conduit
of life. If you rest for 10 minutes, you can
designate a single ally. That ally gains Hit
Points equal to their Constitution modifier
x half your level. This healing is cumulative
with any healing they receive from other
sources.
AASIMAR
A halo appears around your head, taking the
shape of a crown, as a tangible reminder of
your majestic heritage. As an innate divine
spell, you can cast circle of protection once
per day. This only works against evil creatures.
Furthermore, any creatures with the fiend or
undead traits within the 10 feet radius of the
circle take 1d6 good damage each round
that they remain within the radius.
13TH LEVEL
CELESTIAL RAMPART FEAT 13
AASIMAR
Prerequisite Armored Might
AASIMAR
Prerequisites Halo Crown
15
Presented below are random features an aasimar might possess. None of the following features
grant characters any special power in excess of their usual abilities. Roll once on the table
below to determine your celestial features, or pick one or more you like.
d100 Feature
01–02 Your hair always smells like a spring meadow in the early morning.
03–04 Your eyes are a clear, icy-blue that grows paler, almost white, when angry.
Birds and small animals flock to you whenever you settle down for the night,
05–06
often eating directly from your hands.
09–10 Your skin is a pale white, almost alabaster color, but you never get sunburned.
Your feet always seems to have green stains on them, as if you’ve waded through
19–20
freshly-mown grass.
You like to pray to your ancestors at the end of each day. You never know if they
21–22
listen, but it can’t hurt, right?
23–24 Regardless of the situation, you always hold your head high and walk with pride.
You’re unusually light on your feet, often unintentionally startling those around
25–26
you.
29–30 On your shoulder blades are 2 bright birthmarks, in the shape of wings.
You have an affinity for fire, and when storytelling the closest fire seems to come
31–32
alive with figures to match your tale.
16 33–34 When you sing, birds sing along with you.
You speak with authority, and your voice is a strong, deep bass that resonates in
35–36
people’s hearts when they hear it.
Whenever you brandish your weapon, a short-lived aura of illusory fire surrounds
37–38
the weapon.
Your ears are long and taper to a point like an elf’s, though they are not quite
39–40
as long.
49–50 Your nails are vividly colored, each one a different color to the next.
White markings run across your face, accentuating your features, as if subtly
53–54
underlining them. 17
When the sun is up, your hair is the color of gold, but when it goes down, it
55–56
turns silver.
Even on the hottest days you’re still cool, thanks to a never-ending breeze that
57–58
surrounds you.
59–60 Your hair moves of its own accord, matching your mood.
Your arms and hands leave glowing contrails when you move. The contrails
61–62
dissipate in seconds.
Instead of being darker than the surrounding areas, your shadow is lighter, but
63–64
still reacts to light and movement as normal.
When you speak, the last word of every sentence you make seems to reverberate
71–72
mentally with your audience.
73–74 When you move, people can hear faint wind chimes.
During the night, your eyes go black and stars appear in them, matching an
81–82
unknown sky.
No matter the circumstances, your skin and hair is always clean, though this
87–88
doesn’t extend to your clothing.
95–96 You have no body hair of any sort, though you still have hair on your head.
AMBROSIA ITEM 1+
CONSUMABLE DIVINE ELIXIR GOOD
Usage held in 1 hand; Bulk L
Activation Interact
Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, you gain
an item bonus to saving throws against negative energy, drained, and death effects for 1 hour.
Ambrosia can otherwise be used as holy water.
Activation Interact
This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a
creature while casting a harmless divine spell with a range of touch, increasing the casting time
to a full-round action but the spell is also heightened (+1).
This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour.
If a smokestick is added to the incense in the censer while it burns, creatures with the evil trait
are dazzled for as long as they remain within the area of the resulting smoke.
Activation Interact
This polished lantern contains a continual flame and sheds light as a common lamp. If its font
of consecrated crystal and metalwork is filled with holy water, the lamp’s light is sanctified for
24 hours, adding a +1 item bonus to the save DC of harm spells you cast against fiends and
evil creatures within a 30-foot radius.
INCENSE ITEM 1
CONSUMABLE
Price 1 sp
Activation Interact
This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and
burned in ceremonies or during meditation. A piece of incense burns for 1 hour.
20
21
ieflings, in the eyes of many, are a travesty against nature. They’re the
combination of “regular” humanoids, usually humans, and fiendish
creatures who at some point left their mark on mortal life, either through
corruption or direct procreation. Tieflings are more common in societies
who tend towards evil, as fiendish creatures are more tolerated there.
Elsewhere, they’re often ostracized for their nature, as everyone around
them automatically assume that they are evil.
22
YOU MIGHT…
Hit Points
• Have a hard time opening up to others.
8
• Bully others to get your way when in a
hurry. Size
• Feel that you’re smarter than Medium
everyone else.
Speed
OTHERS PROBABLY…
25 feet
• Think that you’re some sort of fiend or
fiend-spawn. Ability Boosts
• Blame you when things go wrong and Intelligence
there’s no other obvious reason. Charisma
• Think that you can’t be trusted, as your Free
nature will eventually come back to
Ability Flaw
haunt you.
Constitution
PHYSICAL DESCRIPTION
Languages
Where most other races have some constant
that defines them, the tieflings are an Common
extremely varied bunch, as varied as their Either Abyssal, Daemonic, or Infernal
fiendish ancestors. Thus a tiefling descended
from a barbarzu (bearded devil), for example, Additional languages equal to your
might have a bone-growth resembling a Intelligence modifier (if it’s positive).
beard and red scales, while an unfortunate Choose from Abyssal, Celestial,
descendant of a lemure might have a face Daemonic, Draconic, Infernal and any
that resembles molten skin. These two other languages to which you have
tieflings, while both descended from devils access (such as the languages prevalent
native to Hell are clearly distinct from one in your region).
another, and would bear no similarity to the
Traits
otherworldly beauty of a tiefling descended
from a succubus. Tiefling
Humanoid
The mortal side of tieflings is both easier,
and more difficult to predict. Most tieflings
Darkvision
are born to humans, as the short-lived race
tends to take shortcuts that longer-lived (or You can see in darkness and dim light
wiser) races would avoid. As such, tieflings just as well as you can see in bright light,
descended from humans tend to range though your vision in darkness is in black
from just over 4½ feet to 6½ feet, with and white.
weights ranging from 95 to 220 lbs. Those
from other races vary accordingly, such that 23
a tiefling descended from a halfling would
be considerably shorter and lighter, while
one descended from an ogre would be a
lot bigger.
Random Height and Weight
Base Height
Gender
Height Modifier
Male 4 ft. 10 in. +2d10 in.
Female 4 ft. 5 in. +2d10 in.
SOCIETY
Tieflings are not considered to be a part of
the society in which they grew up, due to
their fiendish ancestry. They’re often bullied
as children because they “look funny,”
which can turn into fear and resentment
as the tiefling grows older. As such, any
given tiefling rarely stays where they grew
up, choosing instead to wander the world,
or settle elsewhere. There are civilizations
and societies—the ones that turn to devil-
worship and the like—that consider tieflings
to be blessed. As such, any one tiefling
could be relegated to a different social class
depending on where they are, ranging from
beggar or slave, to veneration as a god.
24 oppressive regimes.
ALIGNMENT & RELIGION
Tieflings, by their very nature, tend toward
evil. While they have the free will and
freedom of choice of most mortal creatures,
their fiendish blood draws forth their darkest
tendencies. Tieflings have no particular
inclinations towards law or chaos, in general,
but the legacy of their ancestors influences
them. As such, a descendant of a devil would
tend towards lawful, while one descended
from a demon would have a chaotic bend.
NAMES
Tieflings take names from the societies in
which they were born or live. Sometimes
these names are common first and last
names and on occasion they are nicknames
(though not always nice ones).
Sample Names
Allizah, Baru, Dellisar, Endie, Gorgron,
Hessh, Indranna, Kasidra, Maldrek, 25
Maris, Mellisan, Molos, Mordren,
Nisha, Nokven, Sarvin, Shoremoth,
Sushvenneh, Temerith, Voren, Zoren.
TIEFLING ADVENTURERS
Tieflings adventure for power and the
opportunity to further themselves, and for
a rare few, to experience companionship
amongst those that accept them for who
they are on the inside, rather than their
fiendish exterior.
Grimspawn (Daemon
Heritage)
Grimspawn hail from Daemon stock. They’re
often fascinated by sickness, decay, and
death in all forms. They are extremely thin,
with sallow skin and milky white, dead, eyes.
You gain a +1 status bonus to saves against
diseases. In addition, if you roll a critical
failure on a save against a disease, you get
a failure instead.
Toxic Breath
1ST LEVEL
BLOOD OF THE RISING FEAT 1
TIEFLING
Your ancestors eventually overcame the lure
of evil, which has partially cleansed your
bloodline. You can take aasimar racial feats,
and you gain the aasimar trait, in addition to
the tiefling and humanoid traits.
TIEFLING
Your connection to the Outer Planes grants
you a divine arcane spell, much like those of
fiends. Choose one cantrip from the arcane
spell list. You can cast this spell as an arcane
innate spell at will. The cantrip is heightened
to a spell level equal to half your level,
rounded up.
TIEFLING
You have a remarkable adaptation to hot
environments from ancestors who inhabited
the outer planes. This grants fire resistance
equal to half your level (minimum 1), and you
gain horns. These add an extra die to any
unarmed damage rolls that you make.
28 TIEFLING
You know that your fiendish presence is
unsettling to others and you use that to your
advantage. You gain a +1 circumstance bonus
on Intimidation checks whenever dealing
with creatures who are good or neutral.
OUTLANDER FEAT 1
TIEFLING
Knowledge and subterfuge runs through
your veins. You gain the trained proficiency
rank in Arcana or Occultism, and Stealth. If
you would automatically become trained in
one of those skills (from your background
or class, for example), you instead become
trained in a skill of your choice.
TIEFLING
Magic burns within you. Choose one magic
school. Treat all spells from the arcane list with
that school as heightened (+1). For example,
if you cast fireball as an arcane spell, and
you’ve selected evocation as your school, it
does an extra 2d6 points of fire damage.
5TH LEVEL
DARK MAGIC FEAT 5
TIEFLING
Prerequisites at least one arcane innate
spell
TIEFLING
You’ve learned to channel the dark energy
of your fiendish ancestors into a useful tool.
Eyes of Evil
TIEFLING
Prerequisites Fiendish Resistance
Halo of Fire
TIEFLING
With time, you’ve grown a spiked tail, and
it has become a formidable weapon in your
arsenal. You gain a tail unarmed attack that
deals 1d6 piercing damage. Your tails is in
the brawling group and has the finesse and
unarmed traits.
TIEFLING
Prerequisites at least one arcane innate spell
Whenever you cast a spell with the darkness
trait the spell is automatically heightened
(+1). If it has a duration, it is doubled.
9TH LEVEL
BASK IN MY GLORY FEAT 9
TIEFLING
One of your fiendish ancestors was one of
the higher-ups from the Lower Planes, a
minor lord in their own right. You’ve learned
to project that authority.
Bask in My Glory
TIEFLING
Prerequisites Intimidating Presence
You’ve learned to project the power of your
convictions onto others. Whenever you make
someone helpful by Making an Impression
with the Diplomacy skill, you can automatically
cast suggestion on them, as an innate arcane
spell. If they fail the saving throw, the spell
takes effect as normal, but a successful saving
throw does not let the target know that they
have been subjected to a spell.
TIEFLING
Prerequisites at least one innate arcane spell
Over time, your connection to the Lower
Planes has grown, as has your magical power.
You gain the ability to cast chilling darkness
once per day as an innate arcane spell.
13TH LEVEL
LIFE HOLDER FEAT 13
TIEFLING
Your grasp on life means that you are very
hard to kill, refusing to let your spirit pass into
the Lower Planes.
Life Holder
TIEFLING
Your very presence weakens the borders
between the planes, and makes it easier for
souls to pass on to the afterlife. Any non-
31
ally who receives the dying condition within
30 feet of you is automatically affected by
doomed 1 and dies at dying 3 instead of
dying 4. This counts as a death effect.
Presented below are random features a tiefling might possess. None of the following features
grant characters any special power in excess of their usual abilities. Roll a d100 and consult the
table to determine your fiendish features, or choose one or more features that interest you.
d100 Feature
01–02 Your feet are a couple of inches longer than a human’s and you have 6 toes.
05–06 Your eyeballs a black orbs, with a fluid, slick look to them.
You don’t have any external ears. Instead your have two small cones on the side
07–08
of your head that serve the same function.
11–12 Your head has several pronounced bony ridges under the skin.
13–14 You have vestigial wings on your back, that resemble bat wings.
17–18 You have no lips and spittle constantly dribbles down your face.
You have a third eye in the middle of your forehead. You can’t see through it, but
19–20
it watches everyone.
25–26 Your tail isn’t scaly like most tieflings, instead it’s like that of a rat.
Your hair is long and dreadlocked. When you cut it, it’s back again the next
27–28
morning.
31–32 Your eyes are big, wide and can move independently like those of a chameleon.
33–34 Whenever you are angry, illusory flames seem to lick across your skull.
45–46 When you talk, people can hear crackling fires in the background.
47–48 Your skin feels like sandpaper due to the tiny scales that cover your body.
55–56 When walking barefoot, part of your footprint always resembles a goat’s hoof.
33
57–58 Your knees bend backwards when you walk.
59–60 You have a magnificent set of antlers growing from your forehead.
You’re able to unhinge your jaw, and typically swallow your food without chewing
61–62
first.
63–64 You feel an urge to avoid dogs and sense that they know something about you.
Dogs know something is wrong with you and always bark at you, even the ones
65–66
that know you.
67–68 Your touch causes plants and flowers to die, though living creatures are unaffected.
Your body is covered in runes and tattoos. You were born with them, and you
73–74
don’t know their meaning.
77–78 You are completely bald. A mohawk of bone growths covers your head instead.
Your eyes are the color of embers, flaring into bright flames when you get
79–80
emotional.
87–88 Your fingertips are not covered in scales, unlike the rest of you.
89–90 Bone growths rise from your cheeks to your eyebrows, forminga visor of bone.
Shadows seem to follow you wherever you go, and you always find yourself
91–92
standing in shadow.
You have a disconcerting habit of sticking your hands directly into fire, and they
93–94
seldom get burnt.
Whenever you touch anything made of wood, you leave behind a burnt handprint,
95–96
though your hand is not warm enough to set anything aflame.
97–98 You talk to yourself, but answer yourself in a much deeper voice.
You look completely like a normal human and nothing stands out as fiendish,
99–00
apart from the two small horns on your forehead.
34
Tieflings have access to the following equipment.
Activation Interact
When this unguent—prepared with vile alchemical reagents and the gore of fiends—is applied
to a wounded tiefling or evil fiend (not currently at maximum hit points), it momentarily
transforms the essence of the target into something even more fearsome and demonic.
While under the effects of a fiendgore unguent, a tiefling or an evil fiend gains an item item
bonus on Intimidation checks to Demoralize and to the DC of all spells with the fear descriptor
that they cast.
The unguent can only be properly applied to a willing or helpless creature. If applied to a
creature other than a tiefling or an evil outsider, it the creature gains sickened 1 instead. The
unguent’s effects (either beneficial or harmful) last for 1 minute.
35
36
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